Difference between revisions of "Team Fortress 2 Classic"

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File:YLW Logo.png|Logo of the YLW team for four team battles.
 
File:YLW Logo.png|Logo of the YLW team for four team battles.
 
File:GRN Logo.png|Logo of the GRN team for four team battles.
 
File:GRN Logo.png|Logo of the GRN team for four team battles.
 +
File:OLDYLWSign.png|Old unused logo of the YLW team for four team battles before it was remade by it's original creator, VernoGuy.
 
File:YLWArchitecture.jpg|YLW's Concept Architecture Style.
 
File:YLWArchitecture.jpg|YLW's Concept Architecture Style.
 
File:GRNArchitectureEarlier.jpg|An earlier version of GRN's Concept Architecture Style.
 
File:GRNArchitectureEarlier.jpg|An earlier version of GRN's Concept Architecture Style.

Revision as of 05:55, 23 June 2020

Team Fortress 2 Classic Logo

Team Fortress 2 Classic is a re-imagining of the 2008 era of the original Team Fortress 2, adding in old features that were scrapped and working upon them or adding new content such as weapons and game modes.

This Source mod runs on Source SDK 2013 Base Multiplayer - the first Facepunch thread was created January 9th, 2015.

The actual release date was to be sometime earlier in December 2014, however there is a fuzzy line between the release date of TF2 1.0.0.9 and that of Team Fortress 2 Classic.

The current Project Lead is 'Drudlyclean the Skeledude' as of May 13, 2018.

Game modes

Current game modes

With the traditional game modes like Capture The Flag and Control Points, the mod adds Four Team variants of these modes, as well as new modes.

Four Team

Hydro in Four Team mode

Four Team is a sub-game mode where four teams fight over objectives instead of the traditional two. This sub-game mode introduces two new teams to the already existing RED and BLU, YLW (Yard Logistics Workers) and GRN (Global Radio Network).

Four Team supports the following game modes:

VIP

Based off of VIP from Team Fortress Classic, the BLU team needs to escort their Civilian to the end of the map, while RED needs to eliminate him to win. The Civilian is randomly chosen at the beginning of each round, but a player can also be voted to become the Civilian.

Domination

Domination is a game mode where each team tries to capture Control Points in order to gain points. Each captured Control Point gives their team "points" every few seconds. The more Control Points a team has captured, the more points they gain, and the first team to hit the point limit wins.

Future game modes

Overpowered

Overpowered is a game mode in similar fashion to popular community game modes, such as Vs. Saxton Hale and Freak Fortress 2, where one player, selected at random, takes the role of the Henchman, a class that has a large health pool and damage output, at the cost of only being able to use melee weapons. All other players, which are put on the RED team, will be given a brief amount of time to build up their defenses until the Henchman is released. The Henchman wins the round if he kills all enemies, otherwise the RED team wins either by killing the Henchman or capturing the Control Point.

Removed game modes

Deathmatch

Deathmatch was a free-for-all game mode where all players are assigned to one class: the Mercenary. The goal of Deathmatch is to hit the point limit before anybody else. Players spawn with nothing but a Pistol and a Crowbar, and will have to search for primary and/or secondary weapons, all of which are scattered across the map, along with pills that function similarly to Medkits. The first player to reach the point limit, typically 50, wins.

Eminoma has decided to split off Deathmatch in Q1 2018 as a seperate game now called Team Deathmatch Classic - it is currently being developed by a separate team, Compucolor Pictures.

Maps

Map Map Type File Name Developer(s) Setting
Ctf 2fort bridge ss.png 2Fort Capture the Flag ctf_2fort Valve Farmland
Ctf landfall.png Landfall Capture the Flag ctf_landfall Dr. Spud Jungle
Ctf push.png Push Capture the Flag ctf_push DrPyspy Military
Ctf upstream.png Upstream Capture the Flag ctf_upstream Iiboharz Dev Textures
Ctf casbah.png Casbah Capture the Flag ctf_casbah Macd11 & Zorbos Industrial
Cp furnace creek.png Furnace Creek Attack/Defend cp_furnace_creek YM & Nineaxis Desert
Cp amaranth.png Amaranth Attack/Defend cp_Amaranth Berry Alpine
Cp hydro.png Hydro Attack/Defend cp_hydro Snowshoe Desert
Cp warpath.png Warpath Attack/Defend cp_warpath Suomimies55 Desert
Cp cragg.png Cragg Attack/Defend cp_cragg Berry Dev Textures
Cp ashworks.png Ashworks Attack/Defend cp_ashworks Dev Textures
Cp tidal.png Tidal Control Point cp_tidal Heyo Industrial
Vip callous2.png Callous2 VIP vip_callous2 Berry Dev Textures
Vip ashworks.png Ashworks VIP vip_ashworks Berry Dev Textures

Classes

Aside from the nine classes from the main Team Fortress 2, Team Fortress 2 Classic adds new game mode-specific classes into the game. These classes can only be played on their specific game modes. These include:

Civilian

Based off of the Civilian in Team Fortress Classic, the Civilian is used for VIP mode. Armed only with an Umbrella, the Civilian must be escorted by their team to the end of the map. The Civilian has a permanent 5x capture rate, and his umbrella has a few different abilities. He is voiced by Benjamin "Benjamoose" Rudman.

Civilian(BLU, RED, GRN, YLW)

Bio

Henchman

The Henchman is a monstrous class used for the Overpowered game mode. He will spawn with an extremely large health pool, which scales with the amount of players in the server, and the ability to Charge at enemies. When the Henchman receives damage, his damage output increases, up to a maximum of +210%. He can only use melee weapons.

Weapons

The mod adds new weapons for each class. These new weapons range from cut weapons such as the Nail Gun, to community-created weapons like the Poacher's Pride. Aswell as some pre-existing weapons, such as the Flare Gun and Kritzkrieg have been added and some have been reworked in order to make them more balanced.

Leaderboard class scout.png Scout

Primary

Weapon Kill icon Ammo Damage
Loaded Carried Point blank Medium range Long range Mini-crits Critical
Nail Gun
Stock
Nail Gun
Killicon nail gun.png 40 100 85-105 12 3-10 80-140 180

Leaderboard class soldier.png Soldier

Primary

Weapon Kill icon Ammo Damage
Loaded Carried Point blank Medium range Long range Mini-crits Critical
RPG
Stock
RPG
Killicon rpg.png 1 36 130 50-90 45-60 122-151 270, range does not affect damage. (D/H)

Secondary

Weapon Kill icon Stats
Gunboats
Stock
Gunboats
N/A -60% blast damage from blast jumps

Leaderboard class pyro.png Pyro

Secondary

Weapon Kill icon Ammo Damage
Loaded Carried Point blank Medium range Long range Mini-crits Critical
Flare Gun
Stock
Flare Gun
Killicon flare gun.png 1 16 30 41 90
(Afterburn) 60 damage over 7.5 seconds 80 damage over 7.5 seconds N/A

Leaderboard class demoman.png Demoman

Primary

Weapon Kill icon Stats
Gunboats
Stock
Gunboats
N/A -60% blast damage from blast jumps

Leaderboard class medic.png Medic

Secondary

Weapon Kill icon Healing range
10 sec after injury 12.5 sec after injury 15 sec after injury ÜberCharge effect
TF2C Kritzkrieg
Stock
Kritzkrieg
N/A 24/hps 48/hps 72/hps 100% Critical Hits

Leaderboard class sniper.png Sniper

Melee

Weapon Kill icon Attack interval Damage
Point blank Mini-crits Critical
Fishwhacker
Stock
Fishwhacker
Killicon kukri.png 0.8 seconds 60 88 195

Leaderboard class spy.png Spy

Secondary

Weapon Kill icon Ammo Damage
Loaded Carried Point blank Medium range Long range Mini-crits Critical
Tranquilizer Gun
Stock
Tranquilizer Gun
Killicon tranquilizer gun.png 1 24 55-60 35-45 20-25 54-81 120

Unknownweapon.png Civilian

Primary

Weapon Kill icon Attack interval Damage
Point blank Mini-crits Critical
Umbrella
Stock
Umbrella
Killicon skull.png 0.5 seconds 35 105 47

Gallery

See also

External Links